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				<title>1852 Moktehp Dynasty Necrons</title>
				<description><![CDATA[ I have done a lot of reading on necron tactica and tournament lists and also played about 5 games since I did 5th edition. I have realised the worthiness of wraiths, but also have a few models I have been dying to try out. Tomb blades are my favorite looking model, so I absolutely must have them in my army, and decided that with the shield vanes and nebuloscope, they can be excellent flankers or objective grabbers. I normally would kit my warlord out more, but I tend to keep him in the barge and reserve him until later game where I flank and use him as a shooty bastard. Anyways, this is my list that I have tweaked a bit over time.<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> <br /> Necron Overlord in Command Barge with Staff of Light and Tachyon Arrow<br /> <br /> Elite<br /> <br /> 5x Lychguard with Hyperphase Sword and Dispersion Shield<br /> <br /> Troops<br /> <br /> 10x immortal in night scythe<br /> 10x warriors in ghost ark<br /> 10x warriors in ghost ark<br /> <br /> Fast Attack<br /> <br /> 4x wraith<br /> 4x wraith<br /> 3x tomb blade with shield vanes and nebuloscope<br /> <br /> Heavy Support<br /> <br /> 3x Annhilation Barge.<br /> <br /> <br /> Before anyone says more scythes I am not a fan of flyers, I find it difficult to move them around and its something im still learning. I tend to use my arks as magnets for vehicles and try to glance them to hell before they get me. Worked last night against two land raiders. Also against nids I find I do well with my wraiths and barges as I tesla arc them to hell and generally last in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>. <br /> <br /> Tell me what yuu think!<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Also with the lychguard, I haven't deployed them correctly yet and as such haven't seen their full potential. I do believe that if they were to come up close perhaps in a scythe and I drop them they could do damage well, that would up me to 2000. This list is just a tweaking experiment]]></description>
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				<pubDate><![CDATA[Sun, 2 Feb 2014 19:16:19]]> GMT</pubDate>
				<author><![CDATA[ Freshca]]></author>
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				<title>Re:1852 Moktehp Dynasty Necrons</title>
				<description><![CDATA[ I don't have enough experience with a <span class="glossaryitem" onmouseover='gp(547);'>CCB</span> yet, but so far I haven't been impressed, if you're getting it to work then great.<br /> <br /> The Lychguard, unless you are terribly attached to them for some reason, need to go.  There are are so many better things to do with those points, and you don't need the additional <span class="glossaryitem" onmouseover='gp(19);'>CC</span> when you're running 8 Wraiths.  A good unit of Warriors to park near, or between the Arks would be one suggestion, especially if you can put a normal Lord with an Orb/Weave in there.<br /> <br /> Vanilla Wraiths are GREAT, and 2 units gives you so much flex/counter and a great deal for your opponent to worry about.<br /> <br /> I'm also a huge fan of Tomb Blades, but still don't run them that often.  You should try to run with 4 as a minimum.  I will always run them with Shield Vanes, but try out the Particle Beamers.  I've fallen in love with the Particle Beamers, and even dropped the Nebuloscopes.  <br /> <br /> 3 Anni barges are great, but Im they sit in the 'Overrated' column for me.  2 is plenty, so if you wanted points to play around with, drop the 3rd one.  <br /> <br /> Other than that, looks like a good start, you've got a broad range of models to learn both the army, and the general rules of <span class="glossaryitem" onmouseover='gp(3);'>40k</span> without too much hassle.<br /> ]]></description>
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				<pubDate><![CDATA[Mon, 3 Feb 2014 00:16:39]]> GMT</pubDate>
				<author><![CDATA[ Akar]]></author>
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				<title>1852 Moktehp Dynasty Necrons</title>
				<description><![CDATA[ I will definitely try out the particle beamers!<br /> <br /> I figured the lychguard were wasting points, but I just wanted to see the dispersion shield in action.<br /> <br /> Have you had any luck with praetorians? I tried them and found them kind of pointless. Was also thinking of deathmarks but if I kill that unit first turn it might be pointless to have them afterwards]]></description>
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				<pubDate><![CDATA[Mon, 3 Feb 2014 01:16:58]]> GMT</pubDate>
				<author><![CDATA[ Freshca]]></author>
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				<title>Re:1852 Moktehp Dynasty Necrons</title>
				<description><![CDATA[ The Dispersion fields were fun enough when the book came out, but that 6" range died with pre-measuring. <br /> <br /> Praetorians are not bad, they're jump infantry, and they perform well enough if you can get them into combat.  The shooting will often remove anything they hit and only make it harder to charge.  Their biggest problem is not what they do, but how much you pay for it.  For 5 pts LESS, you can get a Wraith.<br /> <br /> If you're planning on Deep Striking them for their shooting, you can get a Royal Court with 6 Lords, and a VoD cryptek to do essentially the same thing, unless you're trying to take out 2+ svs.<br /> <br /> If it helps here is how I rate Necron <span class="glossaryitem" onmouseover='gp(19);'>CC</span> Units<br /> 1st/2nd:  <br /> Wraiths/Scarabs.  Both equally effective and will trade for the number 1 spot largely dependent on what you plan to do with them or what else is in the army.  I switch between them frequently, but find I have to have one or the other on my lists.<br /> 3rd:  <br /> Flayed Ones.  Not the recommended choice, but they're cheap, and they can get into pretty large blobs.  They also have <span class="glossaryitem" onmouseover='gp(293);'>RP</span>, which means even an Orb will make them significantly more threatening.<br /> 4th:  <br /> Royal Courts:  You can make a pretty good Close Combat unit, and all models have 'Ever-Living' which makes them even more frustrating to kill.  You do pay for them though.<br /> 5th/6th:<br /> C'Tan/Destroyer Lords.  The closest thing we have to 'Monsters' in the Codex.  They're decent, and can work right, but if this is your style, I feel that other Armies have more to offer you.<br /> Last/Never take:<br /> Praetorians/Lychguard.  For the reasons listed above, they're either not worth it, or there is a better option.<br /> <br /> Only other unit that kind of works is the Spyders, but they do a number of different things, so they don't really have a position here.]]></description>
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				<pubDate><![CDATA[Mon, 3 Feb 2014 01:44:03]]> GMT</pubDate>
				<author><![CDATA[ Akar]]></author>
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				<title>1852 Moktehp Dynasty Necrons</title>
				<description><![CDATA[ I find I use quick vehicles in tandem with heavy magnets that absorb all the attention.<br /> <br /> Perhaps a triarch stalker or doomsday ark for that purpose.]]></description>
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				<pubDate><![CDATA[Mon, 3 Feb 2014 03:16:26]]> GMT</pubDate>
				<author><![CDATA[ Freshca]]></author>
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				<title>Re:1852 Moktehp Dynasty Necrons</title>
				<description><![CDATA[ Triarch Stalkers are only a threat to an opponent if there are a lot of guns.  They were the first unit I was excited about in the current Dex, and I purchased 2 of them. Even then, most of my games, they just focused on the real threat anyways.<br /> <br /> I can't offer much advice in the way of D Arks.  They just aren't appealing enough to take them.  You need to move them to get a jink, and if you move them, then your stuck with the 1 fire mode.  Not sure they'd provide enough of a threat to ignore the assault troops, or they'll just ignore the assault troops to deal with it.  <br /> <br /> Your best distraction unit will be a solid block of Warriors, as they can really put down a lot of pain, and threaten any vehicle. They also benefit from support more than any other unit in the Army.  You're already running 2 Arks, so that's why I recommended that as the first go to.  Give up 1 A Barge and you can put a Lord with Orb/Weave in that unit and suddenly they're trying to move an Anvil.  By the time your opponent learns he's been shooting the wrong thing, you've probably done more than enough damage to just finish him.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 3 Feb 2014 04:27:01]]> GMT</pubDate>
				<author><![CDATA[ Akar]]></author>
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